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Deep learning for procedural content generation
Procedural content generation in video games has a long history. Existing procedural
content generation methods, such as search-based, solver-based, rule-based and grammar …
content generation methods, such as search-based, solver-based, rule-based and grammar …
Level generation through large language models
Large Language Models (LLMs) are powerful tools, capable of leveraging their training on
natural language to write stories, generate code, and answer questions. But can they …
natural language to write stories, generate code, and answer questions. But can they …
Generating and blending game levels via quality-diversity in the latent space of a variational autoencoder
Several works have demonstrated the use of variational autoencoders (VAEs) for generating
levels in the style of existing games and blending levels across different games. Further …
levels in the style of existing games and blending levels across different games. Further …
Procedural level generation with diffusion models from a single example
Level generation is a central focus of Procedural Content Generation (PCG), yet deep
learning-based approaches are limited by scarce training data, ie, human-designed levels …
learning-based approaches are limited by scarce training data, ie, human-designed levels …
Procedural content generation via knowledge transformation (PCG-KT)
In this article, we introduce the concept of procedural content generation via knowledge
transformation (PCG-KT), a new lens and framework for characterizing PCG methods and …
transformation (PCG-KT), a new lens and framework for characterizing PCG methods and …
Lode Encoder: AI-constrained co-creativity
We present Lode Encoder, a gamified mixed-initiative level creation system for the classic
platform-puzzle game Lode Runner. The system is built around several autoen-coders …
platform-puzzle game Lode Runner. The system is built around several autoen-coders …
Exploring level blending across platformers via paths and affordances
Techniques for procedural content generation via machine learning (PCGML) have been
shown to be useful for generating novel game content. While used primarily for producing …
shown to be useful for generating novel game content. While used primarily for producing …
Towards game design via creative machine learning (GDCML)
In recent years, machine learning (ML) systems have been increasingly applied for
performing creative tasks. Such creative ML approaches have seen wide use in the domains …
performing creative tasks. Such creative ML approaches have seen wide use in the domains …
Sequential segment-based level generation and blending using variational autoencoders
Existing methods of level generation using latent variable models such as VAEs and GANs
do so in segments and produce the final level by stitching these separately generated …
do so in segments and produce the final level by stitching these separately generated …
Conditional level generation and game blending
Prior research has shown variational autoencoders (VAEs) to be useful for generating and
blending game levels by learning latent representations of existing level data. We build on …
blending game levels by learning latent representations of existing level data. We build on …